// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__ #define __C_PARTICLE_SYSTEM_SCENE_NODE_H_INCLUDED__ #include "IParticleSystemSceneNode.h" #include "irrArray.h" #include "irrList.h" #include "SMeshBuffer.h" namespace irr { namespace scene { //! A particle system scene node. /** A scene node controlling a particle system. The behavior of the particles can be controlled by setting the right particle emitters and affectors. */ class CParticleSystemSceneNode : public IParticleSystemSceneNode { public: //! constructor CParticleSystemSceneNode(bool createDefaultEmitter, ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale); //! destructor virtual ~CParticleSystemSceneNode(); //! Gets the particle emitter, which creates the particles. virtual IParticleEmitter* getEmitter(); //! Sets the particle emitter, which creates the particles. virtual void setEmitter(IParticleEmitter* emitter); //! Adds new particle affector to the particle system. virtual void addAffector(IParticleAffector* affector); //! Get a list of all particle affectors. virtual const core::list& getAffectors() const; //! Removes all particle affectors in the particle system. virtual void removeAllAffectors(); //! Returns the material based on the zero based index i. virtual video::SMaterial& getMaterial(u32 i); //! Returns amount of materials used by this scene node. virtual u32 getMaterialCount() const; //! pre render event virtual void OnRegisterSceneNode(); //! render virtual void render(); //! Draw billboard particle void drawBillboardParticle( const irr::s32 &idx, const scene::SParticle &particle, const core::vector3df &view, const irr::core::matrix4 &m); //! returns the axis aligned bounding box of this node virtual const core::aabbox3d& getBoundingBox() const; //! Creates a particle emitter for an animated mesh scene node virtual IParticleAnimatedMeshSceneNodeEmitter* createAnimatedMeshSceneNodeEmitter( scene::IAnimatedMeshSceneNode* node, bool useNormalDirection = true, const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f), f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1, bool everyMeshVertex = false, u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10, const video::SColor& minStartColor = video::SColor(255,0,0,0), const video::SColor& maxStartColor = video::SColor(255,255,255,255), u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000, s32 maxAngleDegrees = 0, const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f), const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ); //! Creates a box particle emitter. virtual IParticleBoxEmitter* createBoxEmitter( const core::aabbox3df& box = core::aabbox3d(-10,0,-10,5,30,10), const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f), u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10, const video::SColor& minStartColor = video::SColor(255,0,0,0), const video::SColor& maxStartColor = video::SColor(255,255,255,255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f), const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ); //! Creates a particle emitter for emitting from a cylinder virtual IParticleCylinderEmitter* createCylinderEmitter( const core::vector3df& center, f32 radius, const core::vector3df& normal, f32 length, bool outlineOnly = false, const core::vector3df& direction = core::vector3df(0.0f,0.5f,0.0f), u32 minParticlesPerSecond = 5, u32 maxParticlesPersSecond = 10, const video::SColor& minStartColor = video::SColor(255,0,0,0), const video::SColor& maxStartColor = video::SColor(255,255,255,255), u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000, s32 maxAngleDegrees = 0, const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f), const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ); //! Creates a mesh particle emitter. virtual IParticleMeshEmitter* createMeshEmitter( scene::IMesh* mesh, bool useNormalDirection = true, const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f), f32 normalDirectionModifier = 100.0f, s32 mbNumber = -1, bool everyMeshVertex = false, u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10, const video::SColor& minStartColor = video::SColor(255,0,0,0), const video::SColor& maxStartColor = video::SColor(255,255,255,255), u32 lifeTimeMin = 2000, u32 lifeTimeMax = 4000, s32 maxAngleDegrees = 0, const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f), const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ); //! Creates a point particle emitter. virtual IParticlePointEmitter* createPointEmitter( const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f), u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10, const video::SColor& minStartColor = video::SColor(255,0,0,0), const video::SColor& maxStartColor = video::SColor(255,255,255,255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f), const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ); //! Creates a ring particle emitter. virtual IParticleRingEmitter* createRingEmitter( const core::vector3df& center, f32 radius, f32 ringThickness, const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f), u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10, const video::SColor& minStartColor = video::SColor(255,0,0,0), const video::SColor& maxStartColor = video::SColor(255,255,255,255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f), const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ); //! Creates a sphere particle emitter. virtual IParticleSphereEmitter* createSphereEmitter( const core::vector3df& center, f32 radius, const core::vector3df& direction = core::vector3df(0.0f,0.03f,0.0f), u32 minParticlesPerSecond = 5, u32 maxParticlesPerSecond = 10, const video::SColor& minStartColor = video::SColor(255,0,0,0), const video::SColor& maxStartColor = video::SColor(255,255,255,255), u32 lifeTimeMin=2000, u32 lifeTimeMax=4000, s32 maxAngleDegrees=0, const core::dimension2df& minStartSize = core::dimension2df(5.0f,5.0f), const core::dimension2df& maxStartSize = core::dimension2df(5.0f,5.0f) ); //! Creates a point attraction affector. This affector modifies the positions of the //! particles and attracts them to a specified point at a specified speed per second. virtual IParticleAttractionAffector* createAttractionAffector( const core::vector3df& point, f32 speed = 1.0f, bool attract = true, bool affectX = true, bool affectY = true, bool affectZ = true); //! Creates a scale particle affector. virtual IParticleAffector* createScaleParticleAffector(const core::dimension2df& scaleTo = core::dimension2df(1.0f, 1.0f)); //! Creates a fade out particle affector. virtual IParticleFadeOutAffector* createFadeOutParticleAffector( const video::SColor& targetColor = video::SColor(0,0,0,0), u32 timeNeededToFadeOut = 1000); //! Creates a gravity affector. virtual IParticleGravityAffector* createGravityAffector( const core::vector3df& gravity = core::vector3df(0.0f,-0.03f,0.0f), u32 timeForceLost = 1000); //! Creates a rotation affector. This affector rotates the particles //! around a specified pivot point. The speed is in Degrees per second. virtual IParticleRotationAffector* createRotationAffector( const core::vector3df& speed = core::vector3df(5.0f,5.0f,5.0f), const core::vector3df& pivotPoint = core::vector3df(0.0f,0.0f,0.0f) ); //! Sets the size of all particles. virtual void setParticleSize( const core::dimension2d &size = core::dimension2d(5.0f, 5.0f)); //! Sets if the particles should be global. If they are, the particles are affected by //! the movement of the particle system scene node too, otherwise they completely //! ignore it. Default is true. virtual void setParticlesAreGlobal(bool global=true); //! Remove all currently visible particles virtual void clearParticles(); //! Do manually update the particles. //! This should only be called when you want to render the node outside the scenegraph, //! as the node will care about this otherwise automatically. virtual void doParticleSystem(u32 time); //! Writes attributes of the scene node. virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; //! Reads attributes of the scene node. virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); //! Returns type of the scene node virtual ESCENE_NODE_TYPE getType() const { return ESNT_PARTICLE_SYSTEM; } protected: void reallocateBuffers(); core::list AffectorList; IParticleEmitter* Emitter; core::array Particles; core::dimension2d ParticleSize; u32 LastEmitTime; s32 MaxParticles; SMeshBuffer* Buffer; enum E_PARTICLES_PRIMITIVE { EPP_POINT=0, EPP_BILLBOARD, EPP_POINTSPRITE }; E_PARTICLES_PRIMITIVE ParticlePrimitive; bool ParticlesAreGlobal; }; } // end namespace scene } // end namespace irr #endif